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RyanFialcowitz

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    Wing Commander: Privateer

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  1. It works that way for folders in the override directory, but strangely not for sub folders- where it is reversed. Correct. The ERF has to be in a folder to affect it's priority via the last-alphabetical method. (And IIRC, loose files and loose ERFs in override are overridden by files in folders.) I've read the exact opposite, that files not in folders inside the override directory take precedence over everything. Rather than debate 'I recall' vs 'I read', I just tested it in-game, in a fresh, otherwise unmodded install. I installed Kirkwall Exports (files in a folder called 'kirkwall_exports'), with the Cousland blue retexture of the female leather Orlesian armour from 'Texture Me Like on of your Orlesian Armours' in a folder called 'zz_texture_me_ TEST', and the white Theirin retexture of the same items loose in the override. This is what I see in-game: The textures in the last alpha position folder took precedence over the loose-in-override textures. Thanks for testing that! I wanted to be sure my information is accurate, so I'd rather spend the time to check than to rely on either my increasingly faulty recall or someone else's anecdotal telling. While I was at it, I double-checked whether the last-alphabetical rule applies to folders nested within a sub-folder (as it was stated earlier in the discussion that the opposite is true) and in my testing, the precedence is still given to (for example) a folder called 'zz_new_texture' over the folder called 'aa_new_texture', when both folders are nested within a folder in override... I'll be happy to be proven wrong, though. I'll also note here that the generally accepted rule that files in override/toolsetexport are always given precedence is not entire accurate, as, in my testing, I found that files in toolsetexport/zzz_new_texture took precedence over those in zz_texture_me_ TEST/aaa_new_texture, zz_texture_me_ TEST/zzz_new_texture took precedence over those in toolsetexport/aaa_new_texture, and finally, zz_texture_me_ TEST/new_texture took precedence over the files in toolsetexport/new_texture. o_O :ohmy: :huh: :confused: :wallbash: :unsure: This is absolutely horrifying! I've always accepted that /toolsetexport was top banana, so to speak... that's what more experienced modders were saying when I started playing the game, and I had no reason to question that information... but now that I've looked at it critically, and done some actual testing, I can see that the conventional wisdom is actually flawed, and I regret having promulgated that flawed information. :sad: I don't suppose there's any chance you know how to edit the companions specializations? I do not, sorry. I don't recall that being one of the things set in UTC files, though, so I suspect it's either a GDA or scripted. :sad: Sigh, thanks. Also, I'm giving a bunch of your mods a go when I get around to starting this game. Edit So, I'm trying to get Qwinn's Fixpack (Which apparently conflicts with freaking everything!) to work with ZevranA.S.A.P.- but it wasn't working. It didn't even work when I downloaded the different script suggested by Qwinn. The Fixpack script was in ZFixPack, the ZevranA.S.A.P. one was in ZGameplayOverhaul. Now, unless my public education has failed my again the second should have taken precedence. This was not the cause. ZevranA.S.A.P. would not work at all until I renamed Qwinn's version of the script. I'm not conversant with any of those mods, and placing conflicting scripts in override is not something I'd ever do. Have you asked any of this in the comments for Qwinn's mod? He's the person who would know exactly what the conflict is and why it isn't working as expected. :ermm: My point was more that the load order system used in the game is fickle at best.
  2. Yeah, I also tried that. The Talent I.D.'s don't show up there. . . For my purposes it doesn't matter as I've already found a solution- but the fact that it's this difficult to change stats on a character is beyond ridiculous.
  3. Yep, I went down that route. If you know how to add a specialization there let me know.
  4. Which file would that be? I ask because I couldn't find it.
  5. Just in case anyone stumbles onto this thread in the future I figured out a way to do this. Normally, you're supposed to get two specialization points in the Origins campaign and one more in the Awakening campaign. There's also a bug, or perhaps a feature, that allows you to get a fourth in Awakening. This allows each character to get three specializations. Sten is normally limited to only one specialization point and therefore just one specialization. Obviously Two Spec Sten allows for a second point- but that still leaves him one behind everyone else. However, I noticed that if I had a mod that altered exptable.gda and exptable-gxa.gda I could get the third point in the Origins campaign- even though the level cap hadn't been raised or anything. The mod in question was Unlock All 25 Tactic Slots- for some reason the mod author gave a third point which the original file didn't have. So, exptable.gda allowed for three points. The player could get all three but everyone else only got two. I have no clue why this is. So, I downloaded another mod called Level 50 which obviously raised the level cap. On it's own it didn't help in my quest. However, I found that with either mod alone Sten at max level would only get two points. However, if I combined exptable.gda from Level 50 and exptable-gxa.gda from Unlock All 25 Tactics Slots for some reason I'll never understand Sten got three points at max level.
  6. It works that way for folders in the override directory, but strangely not for sub folders- where it is reversed. Correct. The ERF has to be in a folder to affect it's priority via the last-alphabetical method. (And IIRC, loose files and loose ERFs in override are overridden by files in folders.) I've read the exact opposite, that files not in folders inside the override directory take precedence over everything. Rather than debate 'I recall' vs 'I read', I just tested it in-game, in a fresh, otherwise unmodded install. I installed Kirkwall Exports (files in a folder called 'kirkwall_exports'), with the Cousland blue retexture of the female leather Orlesian armour from 'Texture Me Like on of your Orlesian Armours' in a folder called 'zz_texture_me_ TEST', and the white Theirin retexture of the same items loose in the override. This is what I see in-game: The textures in the last alpha position folder took precedence over the loose-in-override textures. Thanks for testing that! I wanted to be sure my information is accurate, so I'd rather spend the time to check than to rely on either my increasingly faulty recall or someone else's anecdotal telling. While I was at it, I double-checked whether the last-alphabetical rule applies to folders nested within a sub-folder (as it was stated earlier in the discussion that the opposite is true) and in my testing, the precedence is still given to (for example) a folder called 'zz_new_texture' over the folder called 'aa_new_texture', when both folders are nested within a folder in override... I'll be happy to be proven wrong, though. I'll also note here that the generally accepted rule that files in override/toolsetexport are always given precedence is not entire accurate, as, in my testing, I found that files in toolsetexport/zzz_new_texture took precedence over those in zz_texture_me_ TEST/aaa_new_texture, zz_texture_me_ TEST/zzz_new_texture took precedence over those in toolsetexport/aaa_new_texture, and finally, zz_texture_me_ TEST/new_texture took precedence over the files in toolsetexport/new_texture. o_O :ohmy: :huh: :confused: :wallbash: :unsure: This is absolutely horrifying! I've always accepted that /toolsetexport was top banana, so to speak... that's what more experienced modders were saying when I started playing the game, and I had no reason to question that information... but now that I've looked at it critically, and done some actual testing, I can see that the conventional wisdom is actually flawed, and I regret having promulgated that flawed information. :sad: I don't suppose there's any chance you know how to edit the companions specializations? I do not, sorry. I don't recall that being one of the things set in UTC files, though, so I suspect it's either a GDA or scripted. :sad: Sigh, thanks. Also, I'm giving a bunch of your mods a go when I get around to starting this game. Edit So, I'm trying to get Qwinn's Fixpack (Which apparently conflicts with freaking everything!) to work with ZevranA.S.A.P.- but it wasn't working. It didn't even work when I downloaded the different script suggested by Qwinn. The Fixpack script was in ZFixPack, the ZevranA.S.A.P. one was in ZGameplayOverhaul. Now, unless my public education has failed my again the second should have taken precedence. This was not the cause. ZevranA.S.A.P. would not work at all until I renamed Qwinn's version of the script.
  7. It works that way for folders in the override directory, but strangely not for sub folders- where it is reversed. Correct. The ERF has to be in a folder to affect it's priority via the last-alphabetical method. (And IIRC, loose files and loose ERFs in override are overridden by files in folders.) I've read the exact opposite, that files not in folders inside the override directory take precedence over everything. Rather than debate 'I recall' vs 'I read', I just tested it in-game, in a fresh, otherwise unmodded install. I installed Kirkwall Exports (files in a folder called 'kirkwall_exports'), with the Cousland blue retexture of the female leather Orlesian armour from 'Texture Me Like on of your Orlesian Armours' in a folder called 'zz_texture_me_ TEST', and the white Theirin retexture of the same items loose in the override. This is what I see in-game: The textures in the last alpha position folder took precedence over the loose-in-override textures. Thanks for testing that! I wanted to be sure my information is accurate, so I'd rather spend the time to check than to rely on either my increasingly faulty recall or someone else's anecdotal telling. While I was at it, I double-checked whether the last-alphabetical rule applies to folders nested within a sub-folder (as it was stated earlier in the discussion that the opposite is true) and in my testing, the precedence is still given to (for example) a folder called 'zz_new_texture' over the folder called 'aa_new_texture', when both folders are nested within a folder in override... I'll be happy to be proven wrong, though. I'll also note here that the generally accepted rule that files in override/toolsetexport are always given precedence is not entire accurate, as, in my testing, I found that files in toolsetexport/zzz_new_texture took precedence over those in zz_texture_me_ TEST/aaa_new_texture, zz_texture_me_ TEST/zzz_new_texture took precedence over those in toolsetexport/aaa_new_texture, and finally, zz_texture_me_ TEST/new_texture took precedence over the files in toolsetexport/new_texture. o_O :ohmy: :huh: :confused: :wallbash: :unsure: This is absolutely horrifying! I've always accepted that /toolsetexport was top banana, so to speak... that's what more experienced modders were saying when I started playing the game, and I had no reason to question that information... but now that I've looked at it critically, and done some actual testing, I can see that the conventional wisdom is actually flawed, and I regret having promulgated that flawed information. :sad: I don't suppose there's any chance you know how to edit the companions specializations?
  8. No worries- I appreciate the help. There has to be some file that controls it- but the modding system is so unfriendly as to make it overly difficult to find, if this had been a Bethesda game I would have finished this mod hours ago. LOL Not me this is my first Game to mod ever In all seriousness, I feel very sorry for you. Try modding by hex editing like with Diablo- that's the worst.
  9. No worries- I appreciate the help. There has to be some file that controls it- but the modding system is so unfriendly as to make it overly difficult to find, if this had been a Bethesda game I would have finished this mod hours ago.
  10. However if you took the Mod that gave Sten 2 Spec points then you could probably take it apart and get an Idea of what you need to do though I would get permission for that. Yeah, I already thought of that- it's just a packaged ncs file. Google tells me there's no way to edit an ncs file. . .
  11. I'd really rather just start him off with having a specialization- rather then cheating one in after the fact. Do you know the file that controls which specializations the companions start with?
  12. I think everyone is well aware of that mod, which gives an extra specialization point. This is not what I want to do. I want to start Sten off with one the warrior specializations.
  13. How would I go about creating a mod to give Sten a starting specialization? I've looked through every file I can find in the toolset and cannot find the one that dictates starting specializations. Can anyone help?
  14. It works that way for folders in the override directory, but strangely not for sub folders- where it is reversed. Correct. The ERF has to be in a folder to affect it's priority via the last-alphabetical method. (And IIRC, loose files and loose ERFs in override are overridden by files in folders.) I've read the exact opposite, that files not in folders inside the override directory take precedence over everything. Rather than debate 'I recall' vs 'I read', I just tested it in-game, in a fresh, otherwise unmodded install. I installed Kirkwall Exports (files in a folder called 'kirkwall_exports'), with the Cousland blue retexture of the female leather Orlesian armour from 'Texture Me Like on of your Orlesian Armours' in a folder called 'zz_texture_me_ TEST', and the white Theirin retexture of the same items loose in the override. This is what I see in-game: The textures in the last alpha position folder took precedence over the loose-in-override textures. Thanks for testing that!
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